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  • no more hitcollision at 1 life

    - by user1449547
    So I finally got my implementation of lives fixed, and it works. Now however when I collide with a ghost when I am at 1 life, nothing happens. I can fall to my death enough times for a game over. from what i can tell the problem is that hit collision is not longer working, because it does not detect a hit, I do not fall. the question is why? update if i kill myself fast enough it works, but if i play for like 30 seconds, it stops the hit collision detection on my ghosts. platforms and springs still work. public class World { public interface WorldListener { public void jump(); public void highJump(); public void hit(); public void coin(); public void dying(); } public static final float WORLD_WIDTH = 10; public static final float WORLD_HEIGHT = 15 * 20; public static final int WORLD_STATE_RUNNING = 0; public static final int WORLD_STATE_NEXT_LEVEL = 1; public static final int WORLD_STATE_GAME_OVER = 2; public static final Vector2 gravity = new Vector2(0, -12); public Hero hero; public final List<Platform> platforms; public final List<Spring> springs; public final List<Ghost> ghosts; public final List<Coin> coins; public Castle castle; public final WorldListener listener; public final Random rand; public float heightSoFar; public int score; public int state; public int lives=3; public World(WorldListener listener) { this.hero = new Hero(5, 1); this.platforms = new ArrayList<Platform>(); this.springs = new ArrayList<Spring>(); this.ghosts = new ArrayList<Ghost>(); this.coins = new ArrayList<Coin>(); this.listener = listener; rand = new Random(); generateLevel(); this.heightSoFar = 0; this.score = 0; this.state = WORLD_STATE_RUNNING; } private void generateLevel() { float y = Platform.PLATFORM_HEIGHT / 2; float maxJumpHeight = Hero.hero_JUMP_VELOCITY * Hero.hero_JUMP_VELOCITY / (2 * -gravity.y); while (y < WORLD_HEIGHT - WORLD_WIDTH / 2) { int type = rand.nextFloat() > 0.8f ? Platform.PLATFORM_TYPE_MOVING : Platform.PLATFORM_TYPE_STATIC; float x = rand.nextFloat() * (WORLD_WIDTH - Platform.PLATFORM_WIDTH) + Platform.PLATFORM_WIDTH / 2; Platform platform = new Platform(type, x, y); platforms.add(platform); if (rand.nextFloat() > 0.9f && type != Platform.PLATFORM_TYPE_MOVING) { Spring spring = new Spring(platform.position.x, platform.position.y + Platform.PLATFORM_HEIGHT / 2 + Spring.SPRING_HEIGHT / 2); springs.add(spring); } if (rand.nextFloat() > 0.7f) { Ghost ghost = new Ghost(platform.position.x + rand.nextFloat(), platform.position.y + Ghost.GHOST_HEIGHT + rand.nextFloat() * 3); ghosts.add(ghost); } if (rand.nextFloat() > 0.6f) { Coin coin = new Coin(platform.position.x + rand.nextFloat(), platform.position.y + Coin.COIN_HEIGHT + rand.nextFloat() * 3); coins.add(coin); } y += (maxJumpHeight - 0.5f); y -= rand.nextFloat() * (maxJumpHeight / 3); } castle = new Castle(WORLD_WIDTH / 2, y); } public void update(float deltaTime, float accelX) { updatehero(deltaTime, accelX); updatePlatforms(deltaTime); updateGhosts(deltaTime); updateCoins(deltaTime); if (hero.state != Hero.hero_STATE_HIT) checkCollisions(); checkGameOver(); checkFall(); } private void updatehero(float deltaTime, float accelX) { if (hero.state != Hero.hero_STATE_HIT && hero.position.y <= 0.5f) hero.hitPlatform(); if (hero.state != Hero.hero_STATE_HIT) hero.velocity.x = -accelX / 10 * Hero.hero_MOVE_VELOCITY; hero.update(deltaTime); heightSoFar = Math.max(hero.position.y, heightSoFar); } private void updatePlatforms(float deltaTime) { int len = platforms.size(); for (int i = 0; i < len; i++) { Platform platform = platforms.get(i); platform.update(deltaTime); if (platform.state == Platform.PLATFORM_STATE_PULVERIZING && platform.stateTime > Platform.PLATFORM_PULVERIZE_TIME) { platforms.remove(platform); len = platforms.size(); } } } private void updateGhosts(float deltaTime) { int len = ghosts.size(); for (int i = 0; i < len; i++) { Ghost ghost = ghosts.get(i); ghost.update(deltaTime); if (ghost.state == Ghost.GHOST_STATE_DYING && ghost.stateTime > Ghost.GHOST_DYING_TIME) { ghosts.remove(ghost); len = ghosts.size(); } } } private void updateCoins(float deltaTime) { int len = coins.size(); for (int i = 0; i < len; i++) { Coin coin = coins.get(i); coin.update(deltaTime); } } private void checkCollisions() { checkPlatformCollisions(); checkGhostCollisions(); checkItemCollisions(); checkCastleCollisions(); } private void checkPlatformCollisions() { if (hero.velocity.y > 0) return; int len = platforms.size(); for (int i = 0; i < len; i++) { Platform platform = platforms.get(i); if (hero.position.y > platform.position.y) { if (OverlapTester .overlapRectangles(hero.bounds, platform.bounds)) { hero.hitPlatform(); listener.jump(); if (rand.nextFloat() > 0.5f) { platform.pulverize(); } break; } } } } private void checkGhostCollisions() { int len = ghosts.size(); for (int i = 0; i < len; i++) { Ghost ghost = ghosts.get(i); if (hero.position.y < ghost.position.y) { if (OverlapTester.overlapRectangles(ghost.bounds, hero.bounds)){ hero.hitGhost(); listener.hit(); } break; } else { if(hero.position.y > ghost.position.y) { if (OverlapTester.overlapRectangles(hero.bounds, ghost.bounds)){ hero.hitGhostJump(); listener.jump(); ghost.dying(); score += Ghost.GHOST_SCORE; } break; } } } } private void checkItemCollisions() { int len = coins.size(); for (int i = 0; i < len; i++) { Coin coin = coins.get(i); if (OverlapTester.overlapRectangles(hero.bounds, coin.bounds)) { coins.remove(coin); len = coins.size(); listener.coin(); score += Coin.COIN_SCORE; } } if (hero.velocity.y > 0) return; len = springs.size(); for (int i = 0; i < len; i++) { Spring spring = springs.get(i); if (hero.position.y > spring.position.y) { if (OverlapTester.overlapRectangles(hero.bounds, spring.bounds)) { hero.hitSpring(); listener.highJump(); } } } } private void checkCastleCollisions() { if (OverlapTester.overlapRectangles(castle.bounds, hero.bounds)) { state = WORLD_STATE_NEXT_LEVEL; } } private void checkFall() { if (heightSoFar - 7.5f > hero.position.y) { --lives; hero.hitSpring(); listener.highJump(); } } private void checkGameOver() { if (lives<=0) { state = WORLD_STATE_GAME_OVER; } } }

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  • Ghost activity in android

    - by Ari
    My application works as follow: On start I have some AppStartActivity which does something, finishes itself and starts MainActivity if user is logged in or LoginActivity otherwise. LoginActivity finishes itself and starts MainActivity when user log in successfully. On MainActivity I have SomeActivity from which user can logout. Activity stack for this situation is MainActivity > SomeActivity. It is correct, back button works well. When user click LogOut button there is a problem. I need to show LoginActivity but I don't want to have MainActivity and SomeActivity on activity stack anymore. I could resolve this problem if I wouldn't finish AppStartActivity. I could go back then with flag FLAG_ACTIVITY_CLEAR_TOP and it would work well. But here is a problem with back button. I don't want user to come back to this activity with back button. I want it to exit app instead. UPDATED: Flags FLAG_ACTIVITY_NEW_TASK and FLAG_ACTIVITY_CLEAR_TASK would be best, but I need it working in API level 9.

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  • WPF DataGrid adding extra "ghost" row

    - by hs2d
    Hei, In my application i'm using DataGrid to show some data. To get everything working with threading i'm using AsyncObservableCollection as DataContext of DataGrid. When my application starts it looks for files in some folders and updates AsyncObservableCollection. Now here's where things go bad, when i start the application for some reason i get 2 rows with same data in DataGrid even if there is one item in collection. If i add a delay(Thread.Sleep() 50ms minimum) before executing loading files method then DataGrid show everything correctly (no extra row). Have anybody encountered something similar or is there something else i should try? Thanks in advance!

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  • DataContractJsonSerializer generating Ghost string to JSON keys?

    - by Anil Namde
    DataContractJsonSerializer this is nice class added in the .net framework which can be used to serialize/desirealize object into JSON. Now following is the example i am trying [Serializable] class User { public string name; public string userId; } Now following is the output generated Output : Notice structure where only "name" is expected instead of k__BackingField Now this is the problem after digging so much i am not sure from where < and _BackingField is coming ? { "<name>k__BackingField":"test user", "<userId>k__BackingField":100001}

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  • Simplex Noise Help

    - by Alex Larsen
    Im Making A Minecraft Like Gae In XNA C# And I Need To Generate Land With Caves This Is The Code For Simplex I Have /// <summary> /// 1D simplex noise /// </summary> /// <param name="x"></param> /// <returns></returns> public static float Generate(float x) { int i0 = FastFloor(x); int i1 = i0 + 1; float x0 = x - i0; float x1 = x0 - 1.0f; float n0, n1; float t0 = 1.0f - x0 * x0; t0 *= t0; n0 = t0 * t0 * grad(perm[i0 & 0xff], x0); float t1 = 1.0f - x1 * x1; t1 *= t1; n1 = t1 * t1 * grad(perm[i1 & 0xff], x1); // The maximum value of this noise is 8*(3/4)^4 = 2.53125 // A factor of 0.395 scales to fit exactly within [-1,1] return 0.395f * (n0 + n1); } /// <summary> /// 2D simplex noise /// </summary> /// <param name="x"></param> /// <param name="y"></param> /// <returns></returns> public static float Generate(float x, float y) { const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0) const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0 float n0, n1, n2; // Noise contributions from the three corners // Skew the input space to determine which simplex cell we're in float s = (x + y) * F2; // Hairy factor for 2D float xs = x + s; float ys = y + s; int i = FastFloor(xs); int j = FastFloor(ys); float t = (float)(i + j) * G2; float X0 = i - t; // Unskew the cell origin back to (x,y) space float Y0 = j - t; float x0 = x - X0; // The x,y distances from the cell origin float y0 = y - Y0; // For the 2D case, the simplex shape is an equilateral triangle. // Determine which simplex we are in. int i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords if (x0 > y0) { i1 = 1; j1 = 0; } // lower triangle, XY order: (0,0)->(1,0)->(1,1) else { i1 = 0; j1 = 1; } // upper triangle, YX order: (0,0)->(0,1)->(1,1) // A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and // a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where // c = (3-sqrt(3))/6 float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords float y1 = y0 - j1 + G2; float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords float y2 = y0 - 1.0f + 2.0f * G2; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; // Calculate the contribution from the three corners float t0 = 0.5f - x0 * x0 - y0 * y0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj]], x0, y0); } float t1 = 0.5f - x1 * x1 - y1 * y1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1]], x1, y1); } float t2 = 0.5f - x2 * x2 - y2 * y2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + 1 + perm[jj + 1]], x2, y2); } // Add contributions from each corner to get the final noise value. // The result is scaled to return values in the interval [-1,1]. return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! } public static float Generate(float x, float y, float z) { // Simple skewing factors for the 3D case const float F3 = 0.333333333f; const float G3 = 0.166666667f; float n0, n1, n2, n3; // Noise contributions from the four corners // Skew the input space to determine which simplex cell we're in float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D float xs = x + s; float ys = y + s; float zs = z + s; int i = FastFloor(xs); int j = FastFloor(ys); int k = FastFloor(zs); float t = (float)(i + j + k) * G3; float X0 = i - t; // Unskew the cell origin back to (x,y,z) space float Y0 = j - t; float Z0 = k - t; float x0 = x - X0; // The x,y,z distances from the cell origin float y0 = y - Y0; float z0 = z - Z0; // For the 3D case, the simplex shape is a slightly irregular tetrahedron. // Determine which simplex we are in. int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords /* This code would benefit from a backport from the GLSL version! */ if (x0 >= y0) { if (y0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // X Y Z order else if (x0 >= z0) { i1 = 1; j1 = 0; k1 = 0; i2 = 1; j2 = 0; k2 = 1; } // X Z Y order else { i1 = 0; j1 = 0; k1 = 1; i2 = 1; j2 = 0; k2 = 1; } // Z X Y order } else { // x0<y0 if (y0 < z0) { i1 = 0; j1 = 0; k1 = 1; i2 = 0; j2 = 1; k2 = 1; } // Z Y X order else if (x0 < z0) { i1 = 0; j1 = 1; k1 = 0; i2 = 0; j2 = 1; k2 = 1; } // Y Z X order else { i1 = 0; j1 = 1; k1 = 0; i2 = 1; j2 = 1; k2 = 0; } // Y X Z order } // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where // c = 1/6. float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords float y1 = y0 - j1 + G3; float z1 = z0 - k1 + G3; float x2 = x0 - i2 + 2.0f * G3; // Offsets for third corner in (x,y,z) coords float y2 = y0 - j2 + 2.0f * G3; float z2 = z0 - k2 + 2.0f * G3; float x3 = x0 - 1.0f + 3.0f * G3; // Offsets for last corner in (x,y,z) coords float y3 = y0 - 1.0f + 3.0f * G3; float z3 = z0 - 1.0f + 3.0f * G3; // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds int ii = i % 256; int jj = j % 256; int kk = k % 256; // Calculate the contribution from the four corners float t0 = 0.6f - x0 * x0 - y0 * y0 - z0 * z0; if (t0 < 0.0f) n0 = 0.0f; else { t0 *= t0; n0 = t0 * t0 * grad(perm[ii + perm[jj + perm[kk]]], x0, y0, z0); } float t1 = 0.6f - x1 * x1 - y1 * y1 - z1 * z1; if (t1 < 0.0f) n1 = 0.0f; else { t1 *= t1; n1 = t1 * t1 * grad(perm[ii + i1 + perm[jj + j1 + perm[kk + k1]]], x1, y1, z1); } float t2 = 0.6f - x2 * x2 - y2 * y2 - z2 * z2; if (t2 < 0.0f) n2 = 0.0f; else { t2 *= t2; n2 = t2 * t2 * grad(perm[ii + i2 + perm[jj + j2 + perm[kk + k2]]], x2, y2, z2); } float t3 = 0.6f - x3 * x3 - y3 * y3 - z3 * z3; if (t3 < 0.0f) n3 = 0.0f; else { t3 *= t3; n3 = t3 * t3 * grad(perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]], x3, y3, z3); } // Add contributions from each corner to get the final noise value. // The result is scaled to stay just inside [-1,1] return 32.0f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary! } private static byte[] perm = new byte[512] { 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180, 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 }; private static int FastFloor(float x) { return (x > 0) ? ((int)x) : (((int)x) - 1); } private static float grad(int hash, float x) { int h = hash & 15; float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0 if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient return (grad * x); // Multiply the gradient with the distance } private static float grad(int hash, float x, float y) { int h = hash & 7; // Convert low 3 bits of hash code float u = h < 4 ? x : y; // into 8 simple gradient directions, float v = h < 4 ? y : x; // and compute the dot product with (x,y). return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v); } private static float grad(int hash, float x, float y, float z) { int h = hash & 15; // Convert low 4 bits of hash code into 12 simple float u = h < 8 ? x : y; // gradient directions, and compute dot product. float v = h < 4 ? y : h == 12 || h == 14 ? x : z; // Fix repeats at h = 12 to 15 return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v); } private static float grad(int hash, float x, float y, float z, float t) { int h = hash & 31; // Convert low 5 bits of hash code into 32 simple float u = h < 24 ? x : y; // gradient directions, and compute dot product. float v = h < 16 ? y : z; float w = h < 8 ? z : t; return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v) + ((h & 4) != 0 ? -w : w); } This Is My World Generation Code Block[,] BlocksInMap = new Block[1024, 256]; public bool IsWorldGenerated = false; Random r = new Random(); private void RunThread() { for (int BH = 0; BH <= 256; BH++) { for (int BW = 0; BW <= 1024; BW++) { Block b = new Block(); if (BH >= 192) { } BlocksInMap[BW, BH] = b; } } IsWorldGenerated = true; } public void GenWorld() { new Thread(new ThreadStart(RunThread)).Start(); } And This Is A Example Of How I Set Blocks Block b = new Block(); b.BlockType = = Block.BlockTypes.Air; This Is A Example Of How I Set Models foreach (Block b in MyWorld) { switch(b.BlockType) { case Block.BlockTypes.Dirt: b.Model = DirtModel; break; ect. } } How Would I Use These To Generate To World (The Block Array) And If Possible Thread It More? btw It's 1024 Wide And 256 Tall

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  • Eee PC - Create USB Recovery Drive w/ Files Copied From Recovery Partition

    - by nedm
    I have an Eee PC 1005HAB whose hard disk has failed. I have no recovery CD/DVD, but I did previously back up the contents of the recovery partition, and would like to use them to create a bootable USB to reinstall the factory settings on the new hard drive. Since I simply copied all the files in the recovery partition, rather than hitting F9 during boot and running through the process to create a recovery disk or drive, how do I now use the files to create a bootable USB drive that will do the recovery? In the BIOS I have disabled boot booster and set external drives to the top of the boot priority, but simply copying all the recovery partion files to a usb doesn't allow it to be booted from. I've downloaded the HP utility for creating bootable USB drives and have tried using it to make the USB drive bootable, but I'm not sure what to do with the ghost image and utilities from the recovery partition to get the process to start properly. Thanks in advance for any help.

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  • Winlogon Application Error [closed]

    - by IT_07
    This error is happening to 6 out of 32 computers. I have created a base image from scratch using Ghost Enterprise, but error still shows on the same machines. It happens at the log on prompt and after doing a soft reset the message goes away, but it comes back eventually. -Error message- The Instruction at "0X74eF400e" referenced Memory at "0X00000000" The memory could not be "Written". Winlogon.exe - Application Error Any reason why this is happening? I have tried to run a memTest but everything shows okay.

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  • Winlogon Application Error

    - by IT_07
    This error is happening to 6 out of 32 computers. I have created a base image from scratch using Ghost Enterprise, but error still shows on the same machines. It happens at the log on prompt and after doing a soft reset the message goes away, but it comes back eventually. -Error message- The Instruction at "0X74eF400e" referenced Memory at "0X00000000" The memory could not be "Written". Winlogon.exe - Application Error Any reason why this is happening? I have tried to run a memTest but everything shows okay.

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  • I want to "image" 40+ laptops quickly...i welcome suggestions on reliable software

    - by Joldfield101
    I often have batches of laptops/PC's to re-image and have tried various methods, but each of them has been problematic and often take more time to troubleshoot than it would have been to image them individually! For example, i have tried to use ghost - i installed ghostcast server on my laptop but the clients never seem to boot to LAN successfully, or it takes an hour to get everything sorted (drivers, LAN, DHCP etc etc). I want a reliable tool that makes imaging quick and easy - and i don't mind paying for it if it's going to work (but obviously free = always good!)

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  • How to update the hard disk device drivers for a ghosted hard drive image so it can run on different hardware: Ultra ATA > SATA

    - by rism
    I've ghosted a Winxp machine from one laptop with Ultra ATA drive, and would like to set it up on another laptop as a multiboot option on another hard driver with a SATA drive. I can install the partition fine but if i make it active and try to boot it it blue screens. The blue screen is so fast i cant even read it, other than to make out it's saying "something", im picking probably hard drive as it goes through POST fine. So basically i would like to boot into my Win7 OS, and then somehow manipulate the XP partition to use updated drivers for the new hard drive/laptop so that i can then at least boot into the XP OS on the new machine and update all the other drivers in safe mode or whatever to get it to run. I assume someone is going to tell me to just do a fresh install, but that kinda defeats the purpose of ghosting at this point. There is a significant amount of personalisation, development setup on the XP machine that i would like to just transfer as is. As it stands ive invested minmal time in getting it to run, just a ghost and recovery and then a blue screen boot or two, so its still well worth it to me, time wise to try this way. Thanks.

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  • RPCSS kerberos issues on imaged Windows workstations

    - by sysadmin1138
    While doing some unrelated troubleshooting I came across a set of Event Log entries that have me concerned. Machine Name: labcomputer82 Source: Security-Kerberos Event ID: 4 Event Description: The Kerberos client received a KRB_AP_ERR_MODIFIED error from the server labcomputer143$. The target name used was RPCSS/imagemaster4.ad.domain.edu. This indicates that the target server failed to decrypt the ticket provided by the client. This can occur when the target server principal name (SPN) is registered on an account other than the account the target service is using. Please ensure that the target SPN is registered on, and only registered on, the account used by the server. This error can also happen when the target service is using a different password for the target service account than what the Kerberos Key Distribution Center (KDC) has for the target service account. Please ensure that the service on the server and the KDC are both updated to use the current password. If the server name is not fully qualified, and the target domain (AD.DOMAIN.EDU) is different from the client domain (AD.DOMAIN.EDU), check if there are identically named server accounts in these two domains, or use the fully-qualified name to identify the server. There are three machine names used in this message. It's generated on labcomputer82, it's attempting to talk to another lab workstation called labcomputer143, and the service in question (RPCSS) refers to the name of the machine that this machine was imaged from (and possibly also that of labcomputer143, I'm not sure). The thing that has me raising both eyebrows is that the machine named labcomputer82 is attempting to use an SPN of RPCSS/imagemaster4.ad.domain.edu. The SPN attribute on the computer object in AD looks just fine. It has all the names it should have. Of the over 3,000 computer objects in our AD domain, somewhere around 1,700 of the are computer-lab seats that are frequently imaged. If we're doing something wrong, I'd like to know in time to get our procedures modified (and people retrained) for fall quarter. But if this is normal for imaged machines, I'll just continue ignoring these.

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  • Simple Workstation Imaging Solution?

    - by user23087
    I need a fairly cheap imaging solution for Windows XP corporate desktops. Ideally, I'd be able to set up a desktop exactly as we want it, create an image, deploy this image to a server, then boot a new desktop to a CD/USB Drive/Network and quickly set up the workstation. Ideally, each computer would also have a unique workstation name. Any ideas? Right now I'm using a custom built Linux DD solution, but it's slow, not network-based, can't image multiple computers at the same time as there's only one copy on a USB drive, and can't uniquely name the computers. Thanks, Will

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  • Simple Workstation Imaging Solution?

    - by Will
    Hey guys, I need a fairly cheap imaging solution for Windows XP corporate desktops. Ideally, I'd be able to set up a desktop exactly as we want it, create an image, deploy this image to a server, then boot a new desktop to a CD/USB Drive/Network and quickly set up the workstation. Ideally, each computer would also have a unique workstation name. Any ideas? Right now I'm using a custom built Linux DD solution, but it's slow, not network-based, can't image multiple computers at the same time as there's only one copy on a USB drive, and can't uniquely name the computers. Thanks, Will

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  • Generating new SID for Windows 7 cloned partition in Linux?

    - by Jack
    So I've read that the proper way to clone a Windows 7 partition is to run a Sysprep after the clone is complete. For MANY reasons, this is not possible the way we are cloning these drives (long story short, the drive should be fully up and running after we clone it, with all the settings already there and requiring no user intervention; and no, not even an answer file would work because the way we customize all the Win7 settings is complex and we do not want the user touching the settings). I understand Microsoft will not support Windows 7 clones if it is not sysprepped and that is fine for us. Acronis recovery tools get around this by ticking an option called "Create new NT signature", which resets the SID and GUID on any restore. Symantec has a tool called Ghostwalker which does the same thing. However, we are looking for a way to do this in Linux because we want to use open source tools to do the imaging (fsarchiver, partclone, etc. basically the same tools Clonezilla uses internally to clone NTFS partitions). The question is, if we clone using these tools in Linux, how would we generate a new SID thereafter (without the use of sysprep)? Is there any way to do it within a Linux environment? The whole image process is automated so if it is a simple command that I can just throw in my shell script, that would be even better. Of course, it would be nice to know if this is even possible. Any ideas? EDIT: Forgot to mention that the target machines we are restoring the image on are EXACTLY the same.

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  • Backup and rescue disk creation

    - by Polppan
    I am in the process of backing up my PC using "Macrium backup and restore". I have successfully backed my PC, (both C and D drive) to an external hard disk. I have a question regarding creating rescue disks. I am following the steps as mentioned in this document. If I am creating an ISO file based on the document, how it is relates to the backup I have taken to my external disk ? I see no relation between creating rescue disks and backup data or am I missing something obvious? Any insight will be highly appreciable...

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  • CRT not initialized

    - by jfhs
    I'm trying to compile one project with MSVC 2010, compilation is ok, but when I try to run the app, it gives me CRT not initialized error. It is a console application, so I tried to specify mainCRTStartup as Entry Point, but it didn't help. In the same solution there are other projects, and they don't have such a problem. The difference which I see between them is that one which is not working, uses boost. Boost v1.38.0 if this is important. Runtime Library is Multi-threaded DLL. Linker command line is: /OUT:"D:\temp\ghost\Release\ghost.exe" /INCREMENTAL:NO /NOLOGO /LIBPATH:"..\zlib\lib" /LIBPATH:"..\mysql\lib\opt" /LIBPATH:"..\boost\lib" "ws2_32.lib" "winmm.lib" "zdll.lib" "StormLibRAS.lib" "kernel32.lib" "user32.lib" "gdi32.lib" "winspool.lib" "comdlg32.lib" "advapi32.lib" "shell32.lib" "ole32.lib" "oleaut32.lib" "uuid.lib" "odbc32.lib" "odbccp32.lib" "D:\temp\ghost\bncsutil\vc8_build\Release\BNCSutil.lib" /MANIFEST /ManifestFile:"Release\ghost.exe.intermediate.manifest" /ALLOWISOLATION /MANIFESTUAC:"level='asInvoker' uiAccess='false'" /DEBUG /PDB:"D:\temp\ghost\Release\ghost.pdb" /SUBSYSTEM:CONSOLE /OPT:REF /OPT:ICF /PGD:"D:\temp\ghost\Release\ghost.pgd" /LTCG /TLBID:1 /ENTRY:"mainCRTStartup" /DYNAMICBASE /NXCOMPAT /MACHINE:X86 /ERRORREPORT:QUEUE

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  • How do I "clean" ghost Windows Store apps from Windows 8?

    - by Shahar Prish
    I am trying to run the Windows App Cert Kit (Edit: on my local machine)and am getting two entries for one of my apps. This could be because of something I did a while ago - however - I cant figure out how to uninstall that other app. When I type the name of the app on the start screen, I get just one item listed (which is the kosher app, not the ghost app) Where is information about such apps kept and how do I "clean" it?

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  • Minidlna Directory Issues

    - by Somnambulist
    I've done my searching and can't find an answer to THIS specific issue. I have my minidlna set up and running - but it's not really done properly. First off, when I open the server on my bluray player, all of my movies are listed twice - when they are certainly not saved on my external twice. Second, when I open the server - rather than reading "Movies" "TV" "Music", etc - It just mashes all of my movies, tv, and some other folders all together with no real organization. I never had this problem when I had my Windows set up, so I know it's something configured improperly more-so than my external drive giving me gruff. Here's my minidlna.conf file: # This is the configuration file for the MiniDLNA daemon, a DLNA/UPnP-AV media # server. # # Unless otherwise noted, the commented out options show their default value. # # On Debian, you can also refer to the minidlna.conf(5) man page for # documentation about this file. media_dir=/media/somnambulist/Ghost In You # This option can be specified more than once if you want multiple directories # scanned. # # If you want to restrict a media_dir to a specific content type, you can # prepend the directory name with a letter representing the type (A, P or V), # followed by a comma, as so: # * "A" for audio (eg. media_dir=A,/var/lib/minidlna/music) # * "P" for pictures (eg. media_dir=P,/var/lib/minidlna/pictures) # * "V" for video (eg. media_dir=V,/var/lib/minidlna/videos) # # WARNING: After changing this option, you need to rebuild the database. Either # run minidlna with the '-R' option, or delete the 'files.db' file # from the db_dir directory (see below). # On Debian, you can run, as root, 'service minidlna force-reload' instead. #media_dir=/var/lib/minidlna media_dir=V,/media/somnambulist/Ghost In You/Movies media_dir=V,/media/somnambulist/Ghost In You/TV media_dir=P,/home/somnambulist/Pictures # Path to the directory that should hold the database and album art cache. db_dir=/home/somnambulist/serverart # Path to the directory that should hold the log file. log_dir=/home/somnambulist/serverlog # Minimum level of importance of messages to be logged. # Must be one of "off", "fatal", "error", "warn", "info" or "debug". # "off" turns of logging entirely, "fatal" is the highest level of importance # and "debug" the lowest. #log_level=warn # Use a different container as the root of the directory tree presented to # clients. The possible values are: # * "." - standard container # * "B" - "Browse Directory" # * "M" - "Music" # * "P" - "Pictures" # * "V" - "Video" # if you specify "B" and client device is audio-only then "Music/Folders" will be used as root root_container=B # Network interface(s) to bind to (e.g. eth0), comma delimited. #network_interface= # IPv4 address to listen on (e.g. 192.0.2.1). #listening_ip= # Port number for HTTP traffic (descriptions, SOAP, media transfer). port=8200 # URL presented to clients. # The default is the IP address of the server on port 80. #presentation_url=http://example.com:80 # Name that the DLNA server presents to clients. friendly_name=Somnambulist Media Server # Serial number the server reports to clients. serial=12345678 # Model name the server reports to clients. #model_name=Windows Media Connect compatible (MiniDLNA) # Model number the server reports to clients. model_number=1 # Automatic discovery of new files in the media_dir directory. #inotify=yes # List of file names to look for when searching for album art. Names should be # delimited with a forward slash ("/"). album_art_names=Cover.jpg/cover.jpg/AlbumArtSmall.jpg/albumartsmall.jpg/AlbumArt.jpg/albumart.jpg/Album.jpg/album.jpg/Folder.jpg/folder.jpg/Thumb.jpg/thumb.jpg # Strictly adhere to DLNA standards. # This allows server-side downscaling of very large JPEG images, which may # decrease JPEG serving performance on (at least) Sony DLNA products. #strict_dlna=no # Support for streaming .jpg and .mp3 files to a TiVo supporting HMO. #enable_tivo=no # Notify interval, in seconds. #notify_interval=895 # Path to the MiniSSDPd socket, for MiniSSDPd support. #minissdpdsocket=/run/minissdpd.sock` And here's the error I get in terminal when I run: sudo service minidlna restart sudo service minidlna force-reload Force restart error: Restarting DLNA/UPnP-AV media server minidlna [2013/08/12 21:19:27] minidlna.c:474: error: Media directory "/media/somnambulist/Ghost In You/Movies" not accessible! [Permission denied] [2013/08/12 21:19:27] minidlna.c:474: error: Media directory "/media/somnambulist/Ghost In You/TV" not accessible! [Permission denied] Force-reload error: Restarting DLNA/UPnP-AV media server minidlna [2013/08/12 21:19:46] minidlna.c:474: error: Media directory "/media/somnambulist/Ghost In You/Movies" not accessible! [Permission denied] [2013/08/12 21:19:46] minidlna.c:474: error: Media directory "/media/somnambulist/Ghost In You/TV" not accessible! [Permission denied] rm: cannot remove ‘/home/somnambulist/serverart/files.db’: Permission denied rm: cannot remove ‘/home/somnambulist/serverart/art_cache/media/somnambulist/Ghost In You/Movies/Slumdog Millionaire/Slumdog.Millionaire.Cover.jpg’: Permission denied rm: cannot remove ‘/home/somnambulist/serverart/art_cache/media/somnambulist/Ghost In You/Movies/Zack and Miri Make a Porno/ZackAndMiriMakeAPornoCover.jpg’: Permission denied [2013/08/12 21:19:46] minidlna.c:744: warn: Failed to clean old file cache. [ OK ] I've spent hours on this at this point, read through various files - and even had a friend who is relatively Ubuntu-savvy try to help me via chat - no such luck. Thanks in advance for any help.

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  • What happens when we combine RAII and GOTO ?

    - by Robert Gould
    I'm wondering, for no other purpose than pure curiosity (because no one SHOULD EVER write code like this!) about how the behavior of RAII meshes with the use of Goto (lovely idea isn't it). class Two { public: ~Two() { printf("2,"); } }; class Ghost { public: ~Ghost() { printf(" BOO! "); } }; void foo() { { Two t; printf("1,"); goto JUMP; } Ghost g; JUMP: printf("3"); } int main() { foo(); } When running the following code in VS2005 I get the following output: 1,2,3 BOO! However I imagined, guessed, hoped that 'BOO!' wouldn't actually appear as the Ghost should have never been instantiated (IMHO, because I don't know the actual expected behavior of this code). Any Guru out there knows what's up? Just realized that if I instantiate an explicit constructor for Ghost the code doesn't compile... class Ghost { public: Ghost() { printf(" HAHAHA! "); } ~Ghost() { printf(" BOO! "); } }; Ah, the mystery ...

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  • Jenkins to not allow the same job to run concurrently on the same node?

    - by Marek Gimza
    I have 4 nodes and 2 jobs. Any node can run 2 jobs concurrently and any job can be executed concurrently. I want to be able to restrict running the same job concurrently on the same machine. For example: Jobs: J1 and J2 nodes: N1,N2,N3 and N4 I can run J1 and J2 on the same node at the same time. I can run J1 on N1 and N3 at the same time. BUT I do not want to run J1 and another build of J1 on the same node at the same time. I have tried "Locks and Latches", "Jenkins Exclusive Execution", "Exclusion Plugin" plugins, and these will work well when trying to coordinate different jobs. But my case is trying to manage different build-instances of the same job.

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  • Mulitple variable containing "for loop" is not working in my code...

    - by OM The Eternity
    Below is the code I am working with and the last for loop i am iterating is not working... I think i am doing something wrong using multiple variable in a for loop,also I m aware of the fact that it can be done. $updaterbk = "SELECT j1. * FROM jos_audittrail j1 LEFT OUTER JOIN jos_audittrail j2 ON ( j1.trackid != j2.trackid AND j1.field != j2.field AND j1.changedone < j2.changedone ) WHERE j1.operation = 'UPDATE' AND j2.id IS NULL "; $selectupdrbk = mysql_query($updaterbk); while($row1 = mysql_fetch_array($selectupdrbk)) { $updrbk[] = $row1; } foreach($updrbk as $upfield) { if(!in_array($upfield['field'],$exist)) { $exist[] = $upfield['field']; $existval[] = $upfield['oldvalue']; //echo $updqueryrbk = "UPDATE `".$upfield['table_name']."` SET "; } } print_r($existval); for($i=0;$j=0;$i<count($exist);$j<count($existval);$i++;$j++) { $updqueryrbk.= $exist[$i]['field']."=".$existval[$j]['oldvalue'].","; $updqueryrbk.="="; $updqueryrbk.= $existval[$j]['oldvalue']; $updqueryrbk.=","; }

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  • How can I delete ghost database field between a special date?

    - by Chiyou
    I have a mysql table with many user input and I want to delete ghost e-mail between a special date. I use this query and it seems to work very good: DELETE u1 From tx_table u1 JOIN tx_table u2 USING (email) WHERE u1.tstamp < u2.tstamp but I want to delete between a longer time. When I add 300 it seems to delete everything in my table: DELETE u1 From tx_table u1 JOIN tx_table u2 USING (email) WHERE u1.tstamp < u2.tstamp+300. How can I add 5 minutes to the tstamp with SQL?

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  • Halloween: Season for Java Embedded Internet of Spooky Things (IoST) (Part 2)

    - by hinkmond
    To start out our ghost hunting here at the Oracle Santa Clara campus office, we first need a ghost sensor. It's pretty easy to build one, since all we need to do is to create a circuit that can detect small fluctuations in the electromagnetic field, just like the fluctuations that ghosts cause when they pass by... Naturally, right? So, we build a static charge sensor and will use a Java Embedded app to monitor for changes in the sensor value, running analytics using Java technology on a Raspberry Pi. Bob's your uncle, and there you have it: a ghost sensor. See: Ghost Detector So, go out to Radio Shack and buy up these items: shopping list: 1 - NTE312 JFET N-channel transistor (this is in place of the MPF-102) 1 - Set of Jumper Wires 1 - LED 1 - 300 ohm resistor 1 - set of header pins Then, grab a flashlight, your Raspberry Pi, and come back here for more instructions... Don't be afraid... Yet. Hinkmond

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  • why am I seeing "ghost" folder contents on Vista?

    - by user701510
    Today, after I clicked "folder X" in my external hard drive, instead of seeing the contents of "folder X", I see the contents of my flash drive...which is not connected to my computer. My flash drive's files show for a couple of seconds before I am brought to "folder X" which was the folder I wanted to go to as mentioned in the beginning of this post. Any idea why this happened? I'm using Vista 32-bit business edition.

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